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Searched
defs:soundPool
(Results
1 - 4
of
4
) sorted by null
/external/jmonkeyengine/engine/src/android/jme3test/android/
TestAmbient.java
35
import android.media.
SoundPool
;
45
SoundPool
soundPool
;
/cts/tests/tests/media/src/android/media/cts/
SoundPoolTest.java
26
import android.media.
SoundPool
;
44
private
SoundPool
mSoundPool;
93
mSoundPool = new
SoundPool
(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, srcQuality);
142
mSoundPool = new
SoundPool
(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, srcQuality);
185
mSoundPool = new
SoundPool
(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, srcQuality);
214
mSoundPool = new
SoundPool
(SOUNDPOOL_STREAMS, AudioManager.STREAM_MUSIC, 0);
237
// The number of possible
SoundPool
streams simultaneously active is limited by
241
//
SoundPool
should gracefully degrade to play those streams it can.
246
SoundPool
soundPool
= null
[
all
...]
/external/jmonkeyengine/engine/src/android/com/jme3/audio/android/
AndroidAudioRenderer.java
40
import android.media.
SoundPool
;
61
SoundPool
.OnLoadCompleteListener, MediaPlayer.OnCompletionListener {
66
private
SoundPool
soundPool
= null;
86
soundPool
= new
SoundPool
(MAX_NUM_CHANNELS, AudioManager.STREAM_MUSIC,
88
soundPool
.setOnLoadCompleteListener(this);
183
soundPool
.setVolume(src.getChannel(), src.getVolume(),
277
if (
soundPool
!= null) {
278
soundPool
.release();
[
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...]
/frameworks/base/media/java/android/media/
SoundPool.java
43
* The
SoundPool
class manages and plays audio resources for applications.
45
* <p>A
SoundPool
is a collection of samples that can be loaded into memory
47
*
SoundPool
library uses the MediaPlayer service to decode the audio
52
* <p>In addition to low-latency playback,
SoundPool
can also manage the number
53
* of audio streams being rendered at once. When the
SoundPool
object is
55
* that can be played at a time from this single
SoundPool
.
SoundPool
tracks
57
*
SoundPool
will automatically stop a previously playing stream based first
78
* the
SoundPool
was created. In this case, the stream allocator will stop
87
* by that level. In this case, the game logic should create a new
SoundPool
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...]
Completed in 69 milliseconds